Rules (Codex)

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The Rules section of the Codex provides an overview of mechanics and behaviours that are commonly found within WarGroove, serving as a look-up guide if the player is unsure about anything.

There are 16 Rules entries in total.

Codex Entries[edit]


Win Conditions
> A Wargroove battle is won when all other opposing players on the field are eliminated.

> A player is eliminated when their Stronghold is destroyed or their Commander is defeated.

> Campaign missions and custom scenarios may have different win conditions. Check the Overview screen to view conditions for the current battle.

Rules Objectives.gif


Moving a Unit
> Units can move each turn before performing actions.

> The distance a unit is able to move is defined by its movement type and the type of terrain the unit wishes to cover.

> Movement is also affected by weather conditions.

> A unit's movement type can be found in the unit description, whilst the expenditure of movement for entering a particular terrain tile can be found in the terrain description.

> Air units are able to move over all types of traversable terrain at no additional cost.

Rules Movement.gif


Attacking With a Unit
> Offensive units have access to the 'Attack' action when in range of a hostile unit or structure they are capable of attacking.

> The amount of damage inflicted takes into account the attacker's current health, the attacking unit's effectiveness vs the defending unit and any damage modifiers that may be in effect including:

- Weather

- Terrain Defence

- Critical Hits

> When reduced to zero health, a unit is defeated, and will be removed from the battlefield.

Rules Attack.gif


> If the defending unit is not defeated in an attack, it may counter-attack when:

- The defender is able to hit the attacking unit type.

- The attacker is within the defender's attack range.

- The defender is not a Trebuchet or Ballista.

Rules Counter-Attack.gif


> All Commanders have a special ability called a "Groove". Each Groove is completely unique.

> Grooves need to be fully charged before they can be used. Groove charge is gained when a Commander attacks or is attacked. Defeating a unit grants additional charge. However, attacking and defeating summoned units will not build Groove charge.

> Some Grooves charge faster than others. You can find each Commander's Groove charge speed in their Codex entry.

Groove Animation Mercia.gif

Terrain Defence[edit]

Terrain Defence Bonus
> When attacked, a unit's defence is defined by the terrain it is currently occupying.

> Defence is indicated by shield icons in the terrain description.

> Each shield indicates a damage reduction of 10%, up to a maximum of 40%.

> Some terrain types increase a unit's vulnerability - this is indicated with skull icons.

> Each skull indicates that the unit will take an additional 10% damage, up to a maximum of 40%.

Rules Terrain Defence.gif


Capturing a Structure
> Neutral structures can be captured by any unit with the 'capture' attribute.

> A captured structure begins with half the health of the unit that captured it.

> Occupied structures must be defeated and returned to neutral before they can be captured.

> Occupied structures will counter-attack when possible.

> Structure health regenerates at a rate of 10% per turn.

> Structures have a range of functions. Refer to the structure description for more information.

Rules Capturing.gif


> Villages and Strongholds provide an income of 100 gold per turn.

> Starting funds are set on a map-by-map basis.

Rules Income.gif


Recruiting a New Unit
> Players can recruit units by spending gold at a recruitment structure.

> Each structure can only be used to recruit a unit once per turn.

> Each unit has a different cost.

> Ground units are recruited with the Barracks structure.

> Air units are recruited with the Tower structure.

> Naval units are recruited with the Port structure.

> Some battles may limit the variety of recruitable units.

Rules Recruit.gif


Reinforcing a Unit
> When a unit is moved next to a structure, it may be reinforced to regain health.

> The structure loses health equal to the amount of health the unit gains.

> The cost of reinforcement is based on the value of the unit and how much health is regained.

> A unit may reinforce from multiple adjacent structures at the same time.

Rules Reinforce.gif

Critical Hits[edit]

Critical Hits
> All attacking units are capable of performing critical hits if certain criteria are met.

> Each unit has unique critical hit criteria. Refer to the unit description for more information.

> Critical hits range from 1.35x to 2.5x damage.

Rules Critical Hit.gif


Transporting Units
> Wagons, Balloons and Barges are able to transport units.

> Moving a unit to a space adjacent to a transport unit allows the unit to be loaded into the transport.

> A transport unit's turn will not end when it is loaded.

> Unloading a unit ends the unit's turn. A transport unit may move and drop a unit in the same turn.

> Only footsoldiers and Dogs can be loaded into a Wagon or a Balloon.

> Any ground unit can be loaded into a Barge.

> If a transport unit is destroyed, any units being carried are automatically lost.

Rules Transport.gif


Commander Units
> Commanders are exceptionally strong units.

> If a player's Commander is defeated, the battle is lost.

> When attacking, defending or defeating foes, a Commander unit's 'Groove' will build.

> A small amount of Groove is also built passively each turn.

> A Commander's 'Groove Meter' displays how much their Groove is charged.

> When the Groove Meter reaches 100%, the Commander can unleash a powerful special ability.

> Different Commanders build up Groove at different rates.

> Refer to Commander descriptions for detailed information on each Groove.

Groove Animation Mercia.gif


> Strongholds take half damage from all units.

> If a player's Stronghold is destroyed the player loses the battle.

Rules Stronghold.gif

Fog of War[edit]

Fog of War
> Fog of war restricts unit visibility by covering the map in fog tiles.

> Any enemy unit inside a fog tile is invisible to the player.

> Each unit has a sight range. This indicates how many fog tiles are removed around the unit's position.

> Sight is blocked by mountains, walls, forests and reefs.

> A unit can uncover a forest or reef by being placed in an adjacent tile.

> Ground units on mountains gain a sight range increase.

> Dog and turtle sight range is not restricted by terrain type.

> Structures are not hidden by fog of war.

> When moving a unit into a fog-covered tile, if the unit moves through a hidden opposing unit, an Ambush occurs. An Ambush affects play in the following ways:

- Ambushed units stop moving, and their turns end immediately.

- If a naval unit is Ambushed whilst under a bridge, it is immediately defeated

Rules Fog of War.gif


Weather Effects
> Weather effects include:

- Neutral

- Favourable Winds

- Severe Weather

> Neutral weather has no effect on play.

> Favourable winds modify play in the following ways:

- Ground unit range increases by 1.

- Air unit damage gains a x1.2 multiplier.

- Naval unit movement increases by 2.

> Severe weather (storm/snow/sandstorm) modifies play in the following ways:

- Ground unit range decreases by 1.

- Air unit damage suffers a x0.8 multiplier.

- Naval unit movement is decreased by 2.

Rules Weather.gif


Not all of the information within the Rules segment of the Codex is strictly accurate. Below is a set of corrections for inaccuracies.

  • Groove: it is stated Commanders gain Groove charge when attacked. This is only true if the Commander is capable of counter-attacking, therefore ranged attacks like from Archers will not provide Groove.
  • Stronghold: the base damage received is half, this means the average damage is slightly more than half.
  • Fog of War: the information on Ambushes is outdated, and false. Units that stop on an invalid tile (such as a naval unit on a bridge) will return to the last available tile safely, instead of being immediately defeated.